﻿/****************************************************************************
 * Copyright (c) 2017 liangxie
 * 
 * http://liangxiegame.com
 * https://github.com/liangxiegame/QFramework
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 ****************************************************************************/

using UnityEngine;

namespace QFramework.Example
{
	public class NodeSystemExample : MonoBehaviour
	{
		private void Start()
		{
			this.Repeat()
				.Delay(0.1f)
				.Event(() => Debug.Log("Repeat:0.1s"))
				.Begin()
				.OnDisposed(() => Debug.Log("Repeat: dispose when gameObj OnDestroyedd"));

			this.Sequence()
				.Delay(1.0f)
				.Event(() => Debug.Log("Sequece:1.0s"))
				.Begin()
				.OnDisposed(() => Debug.Log("Sequece: dispose when sequence ended"));
			
			// TODO:spawn/timeline support
		}
	}
}